Alignment: Chaotic Good (CN leanings) Height: 5'10". Weight: 180 pounds. Eyes: Green. Hair: Light Brown. Skin: Light pink.Ethnicity: Suloise (3/4); High Elf (1/4).Distinguishing Features:- Untamed wavy black hair.- Puncture marks on left chest where a mutant dinosaur tried to claw his heart out. - Dark discoloration on skin of left elbow where a mutant monkey bit him.- Spiderweb-pattern scar on right hip where a frogman priest nearly killed him with a negative energy touch. - Scarring on right biceps where a pirate zombie bit him and nearly severed an artery.- Series of scars on either side of his throat where a monkey demon ripped his throat out with his fangs; these marks sometimes seem to glow with a faint reddish light as if embers were buried beneath his skin when Judan grows angry or agitated.

Saves: Fort +7, Ref +16, Will +9(BASE 5/10/3)+2 to Will if at least one Luck point remains in poolSaves include +1 resistance bonus from cloak of resistance, and +1 luck bonus from luckstone.

Skill TricksNimble Stand - 1/encounter, standing up from prone does not provoke attacks of opportunityEasy Escape - 1/encounter, gain +4 bonus on an Escape Artist check to escape from a grapple per size category larger than Medium (+4 vs. Large foes, +8 vs. Huge foes, etc.). Can only use while Judan is Medium size or smaller. Acrobatic Backstab - 1/encounter if successfully Tumble through enemy space, that foe is considered flat-footed against Judan's next attack if made in same turn; foe must be standing on ground/floor to use.

Sneak Attack +5d6 Evasion (Ex) No damage instead of half on a successful Reflex save against a damaging area effect.Uncanny Dodge (Ex) Retain Dex bonus to AC even when flat-footed or attacked by an invisible opponent.Trapfinding (can find traps with Search DC greater than 20)Arcane Stunt (Sp) 3/day, swift action, expeditious retreat for one round (replaces Grace; substitution level from Complete Mage; uses/day = 1 + Int bonus)Insightful Strike (Ex) Add Int bonus (+2) to weapon damage when using a weapon that benefits from the Weapon Finesse feat; this is precision damage that does not apply to creatures immune to critical hits or precision-based damage. Death's Ruin (Ex) Sneak attack undead at half normal sneak attack damage (rounded down). (character option from Complete Champion; replaces trap sense Rogue class feature) Dodge Bonus (Ex) May specify one foe per round as free action, and gain +1 dodge bonus to AC against that foe. May not use this ability when wearing medium or heavy armor or carrying a medium or heavy load. (Swashbuckler 5, gained through Daring Outlaw feat) Corsair's Feint (Ex) May feint as a free action rather than a move action against a foe; must wait 2d4 rounds before can attempt to use this ability again. Easy Luck (Ex) The swift or immediate action to use a luck feat does not count against the limit of one swift or immediate action per turn. However, still cannot use a luck feat more than once to influence the same result.Extra Luck (Ex) Gain +1 luck point to his luck pool (now 5 points).More Luck than Skill (Ex) Once per day as a swift action, may add Fortune's Friend class level as a luck bonus to all skill checks made before start of next turn (no effect currently, since does not stack with bonus from luckstone).EquipmentWorn on Person (27 lb) +1 buckler (2.5 lb)+1 cold iron rapier (2 lb)dusty rose prism ioun stone: +1 insight bonus to ACMasterwork spiked gauntlet (1 lb)Cutlass (3 lb)Heward's handy haversack (5 lb)Belt pouch (1/2 lb)Hidden pouch (worn under garments around neck) (1/2 lb)Luckstone (in hidden pouch): +1 luck on saves, skill checks, ability checks; 1/month can reroll any one die roll

Background: Judan is the son of a wealthy merchant who lives and operates from a distant port of call. He came to Sasserine to gain an education and make a living, as well as on occasion to representy his family's interests and perform minor tasks for the Roe clan. When not on duty, he keeps himself amused with the many diversions Sasserine has to offer--gambling, watching fights in the arena, drinking, brawling, wenching, and the like. Personality: Overall Judan could be described as a moderately pleasant and easygoing fellow, not especially remarkable by any means. He has perhaps a bit of a weakness for many of the tamer vices on offer in the city, and often can be found of an evening in one of the many watering holes that riddle Sasserine, carousing merrily with strangers and acquaintances. When on business, though, he seems sober and serious enough, if perhaps a bit bland.

Level Progression
L1
Easy Luck (Ex): The swift or immediate action to use a luck feat does not count against the limit of one swift action per turn. However, cannot expend a luck
reroll more than once per turn to influence the same result.
Extra Fortune (Ex): Every odd level, +1 luck point to luck pool.
More Luck Than Skill (Ex): 1/day as swift action, add class level as a luck bonus to all skill checks until start of next turn.

A listing of some of the Luck feats (from Complete Scoundrel) Judan may take or has taken, for ease of reference.

General: Luck feats can only be used to affect a specific event once. Luck feats are generally swift or immediate actions (though the
Fortune's Friend prestige class above allows one to waive the normal limit of one swift action per round with regard to luck feats). Generally, a luck feat
use must be declared after the original roll was made, but before success or failure has been announced. All luck feats grant +1 to one's pool of luck
rerolls per day unless otherwise noted. These points can be spent to power any luck feat until they are exhausted.

Advantageous AvoidancePrerequisite: Character level 3rd, any luck feat.
Benefit: Spend 1 luck reroll as an immediate action to force a foe to reroll a critical hit confirmation made when attacking you.
Spend 2 luck rerolls as an immediate action to force a foe to reroll an attack roll made against you.
Gain 1 luck reroll.
Special: Unlike other luck feats, you can use this feat after seeing the success of the roll to be affected.

Better Lucky Than GoodPrerequisite: Character level 6th, any two luck feats.
Benefit: If you roll a natural 1 when making an attack roll, you can expend one luck reroll as a swift action to instead treat the roll as a
natural 20. You can only use this feat once per day.
Gain 1 luck reroll.

Make Your Own LuckPrerequisite: Character level 6th, any luck feat.
Benefit: Spend 1 luck reroll as an immediate action to reroll a skill check, as long as you have at least 1 rank in that skill.
Gain 1 luck reroll.

Third Time's the CharmPrerequisite: Character level 3rd, any luck feat, access to the Luck domain.
Benefit: Spend 1 luck reroll as an immediate action to use the granted power of the Luck domain an additional time per day. This can only be
used immediately after using the Luck domain's granted power (in effect, this feat gives you a third chance to succeed on the roll).
Gain 1 luck reroll.

Unbelievable LuckPrerequisite: None
Benefit: As long as you have at least one luck reroll remaining for the day, you gain a +2 luck bonus on whichever of your saves has the
lowest base bonus. If two or more saves tie, you can choose which save it applies to.
Gain 2 luck rerolls.

An alternative would be to treat those two spellcasting levels as Rogue/Swash levels for the purposes of the Daring Outlaw feat (which affects progression with
sneak attack, grace, and dodge bonus to AC). But getting a slightly better BAB works too.

OK, I think you to come up with an in-game reason for your Arcane Stunt ability, since most rogue/swashbucklers don't get spell-like abilities.

Does Judan have a guardian angel? Did he make a pact with some obscure spirit? Did he find a wierd magical potion in a treasure trove he was digging through?
Is it a manifestation of latent fey blood? It would be cool to have a reason, and that same reason might explain all your luck-based feats, if you choose.

Judan might be playing poker with some shady characters around town. Perhaps all those heartfelt prayers to lady luck caught someone's ear. Or that midget
in green who keeps losing to Judan pays back his debts in a way that helps to explain his difficulties winning.

Skill tricks are described in Complete Scoundrel, starting on page 82. Here's the quick gist:

Each skill trick costs 2 skill points to acquire. You can only get one trick per level, and you can't have more tricks than half your character level (rounded down)--so at 5th level, Judan could only know a maximum of two.

Skill tricks are a bit like feats, but they are tied to use of one or more skills, giving their use a little extra oomph. They can be used only once per encounter, or once per minute when not involved in an encounter/combat situation. Using one is usually part of using an associated skill, and may or may not require a skill check. All skill tricks have prerequisites that involve a number of ranks in one or more skills, so you have to be an expert in a skill before you can start looking at tricks tied to it.

Here are a few Judan is looking at: Acrobatic Backstab (Tumble 12 ranks): After successfully tumbling through an enemy's space (DC 25 Tumble check), that foe is flat-footed against your next attack. Escape Attack (Escape Artist 8 ranks): When you escape a grapple, you can make a single melee attack with a lght weapon as a swift action against the opponent who was grappling you. The opponent is considered flat-footed against the attack. The weapon must be in hand at the beginning of the turn to use this trick.Never Outnumbered (Intimidate 8 ranks): Can demoralize foes within 10 feet with an Intimidate check, instead of just a single threatened foe.Twisted Charge (Balance 5 ranks, Tumble 5 ranks): When charging, you can make one turn of up to 90 degrees during your movement. You can't move more than your speed as part of this charge. All other restrictions on charges still apply, and you must have line of sight to your opponent at the start of your turn.

Judan had been favoring going for Escape Attack, or maybe Easy Escape, but after our last fight, Nimble Stand sounds better. There are a few others he is looking at, but he does not meet the prerequisites for them at this time, so I won't list them here now.

I heartily recommend skill tricks for those interested. They encourage the use of skills, and there's enough of a variety that there's a good one for just about anyone.

OK, just to clarify, 'Escape a Grapple' means that you started the round grappled, and made a successful escape artist check to leave the grapple,
right? As long as it is defined that tightly, I am OK with it.

It is NOT ok if it triggers every time something tries to grapple you and fails.

To be honest, skill tricks seem a little too good. But, skill using classes get progressively weaker at higher levels vs magic using classes, so I think I am
OK with skill tricks for swashbuckling types.